Jump to content

[Leaderboard] Dova vs. Black D'Sceptyr (Cards are up)


Dova

Recommended Posts

Rules:

  • All Leaderboard rules apply
  • First to 3 votes or most votes by deadline wins.
  • All voters must elaborate on their votes or else the vote will be rejected.
  • Both contestants have the right to refuse votes, but must explain why they don't accept it.
  • Card C votes are allowed in case the voter thinks both cards don't deserve a vote but must elaborate on why he/she thinks so.
  • Cards must be PM'd to me.
  • Written cards are allowed.
  • Remove any evidence of the card being made by you to ensure anonymity
  • In case a downtime or an emergency happens, the deadlines may be extended.

Deadlines:

  • The deadline for cards is 48 hours after challenge has been accepted.
  • The deadline for votes is 96 hours (4 days) after cards have been posted.
  • In case of a challenger failing to meet the above deadline without explanation, the challenger slot will open up again, at which point it becomes first-come-first-serve between the previous challenger's and new submissions.

Rewards:

  • The winner gets a rep from the loser.
  • All voters get a rep for voting.

Requirements:

  • Challenger's Choice. (Field Spell that supports Trapmons)



[spoiler=Card A]Magical Minefield

Field Spell
Trap Cards you control that are monsters cannot be targeted by your opponent's card effects. Once per turn, if a Trap Card is activated, or this card in the Field Zone is destroyed: You can pay 500 LP: excavate the top 3 cards of your Deck, you can Special Summon 1 excavated Continuous Trap Card as a Normal Monster (Spellcaster-Type/Tuner/LIGHT/Level 4/ATK 0/DEF ?) whose DEF is equal to the current difference in both players' LP, and shuffle the other excavated cards into the Deck. (That card is also still a Trap Card.)

 

 

[spoiler=Card B]Tiki Graveyard

Field Spell
Trap Cards you control that are in your Monster Zone are unaffected by your opponent's monster effects. Once per turn, if you Set a card(s) in your Spell/Trap Zone: You can send 1 card from your hand to the Graveyard, then target 1 Continuous Trap Card in your Graveyard; if it has an effect that Special Summons itself as a monster, activate that effect, otherwise Special Summon it as a Normal Monster (Rock-Type/DARK/Level 4/ATK 1800/DEF 1800). (The Summoned card is still treated as a Trap Card.) Once per turn, if a Trap Card you control attacks or is attacked: You can target 1 Continuous Trap Card in your Graveyard; Special Summon it as a Normal Monster (Rock-Type/LIGHT/Level 4/ATK ?/DEF ?) who's ATK and DEF are each equal to the ATK and DEF of the attacking monster. (The Summoned card is still treated as a Trap Card.)

 

 

Link to comment
Share on other sites

Card A blocks common S/T removal like MST/Twisters/Castel/Sliprider and so forth, which is nice. Then again, its excavation effect is purely up to chance and what you have at the time; if you don't have any Continuous Traps that you can summon, then you're out some LP (although it does have the capacity to offset any potential dead draws to an extent). The Token's strength is really only good if you're either ahead of your opponent or losing; otherwise it varies. Although, it does help with Synchro Summoning to an extent (and R4 Xyz), which is also a good thing.

 

So yeah, targeting protection helps, but the Token generation effect is somewhat iffy. Granted, this is intended for Trap Monsters and not necessarily generic use, so in this regard, it's generally fine.

 

----

Card B has blanket immunity to your opponent's monster effects while said monsters are Traps. I suppose this would block stuff like RDA from blowing them all up via its effect or some other things. But otherwise, it does make your Trap Monsters live again, or even put stuff like dead CoTH / Fiendish (if this still sees some use) to use as a monster, which helps. There's also the fact that it also has a Cyber Shadow Gardna-esque effect attached to it (i.e. summon a Trap Monster that absorbs the power of an attacking monster that you can use for your own purposes); to be fair, the application is similar, except you can also use this off your own stuff if needed (even if they usually don't get too high). I don't think Cyber Shadow is still run, but yeah, this card (B) coupled with it = another copy of it for most intents/purposes.

 

----------------

To summarize:

 

Card A: Blocks targeting removal, allows you to excavate Deck for a Cont. Trap and summon it as a wall for Synchro/Xyz purposes if needed.

 

Card B: Blocks opposing monster effects, allows you to re-trigger Trap Monsters or make other ones useful instead of being in the Graveyard, and summoning a technical "clone" of an attacking monster if a Trap Card (monster) battles.

 

----

In the long run, while I feel A's protection does more (B can still block certain things that A does, but it doesn't block them from being field wiped via Raigeki), B ultimately does more by letting you re-use Trap Monsters and making dead Cont. Traps useful again. As a result, B gets it.

 

A has its uses, but unless you're playing a purely Trap Monster deck and/or have enough LP to make said Token worth it, I just don't see it being as useful.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...